Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The Omniverse Realtime Viewer skill acts as a central routing and architectural framework for developing USD-based 3D viewer applications. It provides a structured approach to composing rendering, scene state, and delivery mechanisms, ensuring that developers can integrate OVRTX rendering, OVStage scene management, and various UI or streaming adapters effectively. The skill emphasizes a modular architecture where the viewer runtime, UI/input adapters, and delivery systems are decoupled, allowing for consistent behavior across local and streamed environments.
What it does
- Provides a routing architecture for USD viewer apps, XR delivery, and GPU-accelerated rendering.
- Defines the separation of concerns between viewer runtime, UI adapters, and delivery systems.
- Offers guidance on integrating OVRTX for high-fidelity 3D rendering.
- Establishes conventions for camera interaction, scene state management, and input handling.
- Supports the implementation of specialized features like stylized rendering and CAE/CFD visualization.
- Provides protocols for agent-to-UI communication and scene control.
When to use it
- When starting the development of a new USD-based realtime viewer application.
- When integrating advanced rendering features like stylized visualization or AOV switching.
- When building XR or spatial editing capabilities into an existing Omniverse application.
- When you need to standardize the architecture for local and streamed viewer deployments.
- When implementing chat-driven scene control or agent-based inspection of a 3D scene.
Advantages
- Promotes a clean, modular architecture that separates rendering logic from UI and transport.
- Ensures consistent behavior across different delivery methods, such as local windows or WebRTC streaming.
- Provides clear paths for extending functionality without disrupting the core viewer runtime.
- Facilitates the integration of complex simulation and visualization data into the viewer.
- Standardizes conventions for scene state, selection, and camera control.
Usage examples
- “How do I set up a basic USD viewer application using the Omniverse Realtime Viewer architecture?”
- The agent will guide you to start with the viewer app reference, resolve dependencies, and implement the core runtime owner to manage the OVStage and OVRTX renderer.
- “I need to add stylized rendering to my existing viewer. Where should I start?”
- The agent will direct you to the stylized visualization references to implement the required USD/Lua/CUDA nodes within your existing runtime owner.
- “How can I enable an AI agent to control the viewer scene?”
- The agent will point to the A2UI Scene Copilot reference to implement an operation interface that allows the agent to send commands through the existing runtime owner.
- “How do I switch between different render outputs like beauty and depth in my viewer?”
- The agent will explain how to use the AOV switching reference to map RenderVars and update the RenderProduct's orderedVars through the runtime owner.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills
Documentation by NVIDIA Omniverse
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Omniverse Realtime Viewer
Build responsive USD viewers by composing OVRTX rendering, OVStage scene state, and the delivery/UI libraries appropriate to the app. Use this package for viewer architecture and interaction; use each selected SDK's upstream guidance for installation and exact release-specific APIs.
Start With The App
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/usd-viewer-app/README.md. For an existing app, keep its architecture and read only the references for the requested change. Broad app, conventions and UI catalogs are lookups as needed.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present locally or stream through ovstream; respect frame ownership and backpressure. |
Use OVRTX for USD/3D rendering. Browser apps display its WebRTC video; local apps present its output through their native shell. A missing GPU means rendering is unverified, not a reason to substitute a browser 3D renderer.
Keep viewer cameras, settings, effects, and transient edits in app-owned session
or runtime state so the source USD stays intact. Serialize scene mutation and
render stepping through the runtime owner. Read
references/ovstage-ovrtx-integration/README.md for that loop, then the population
or data-plane references when implementing scene loading or attribute writes.
Keep expensive loading and metadata work off the UI and render threads. Keep transport details behind a delivery adapter so camera, selection, properties, and loading state can be reused across local and streamed shells.
Add Capabilities As Needed
Use references/routing.md to select camera/picking, scene management, render
settings, cloud assets, simulation, editor tools, deployment, or CAE/CFD
visualization. Read the selected capability's implementation flow and its linked
contract; the full reference catalog is not a prerequisite for a first frame.
For simulation, use the routing reference's Simulation Ecosystem section plus
references/realtime-sim-integration/README.md. For UI-driven forces or control,
add references/interaction-round-trip/README.md.
For example scenes, use references/usd-sample-data/README.md. When a runtime
failure needs diagnosis, use references/troubleshooting/README.md and the
selected SDK's matching release guidance before changing the architecture.
Solid Modeling: Upstream First
For usd-brep, exact BRep, solid modeling, kernel failures, CAD topology, or
BrepArray questions, first read references/dependencies/README.md → USD BRep. Follow the
owning repository's current agent guidance, skills, operation docs, and package
API before selecting local integration references. Discover the upstream router
rather than assuming skill names or directory layouts remain fixed. Upstream
owns modeling semantics, schema rules, tuning, and diagnostics; this package
owns OVRTX display, worker handoff, selection mapping, and publication timing.
GPU Processing And Stylized Viewers
For custom GPU processing, chained outputs and lens sampling, read
references/spg-processing/README.md. For toon, ink, technical/X-Ray styles,
geometry strokes or full wireframe, continue to
references/stylized-visualization/implementation.md. Its USD/Lua/CUDA starting
node and geometry/depth/composite build sequence work with the selected viewer
recipe; use references/stylized-visualization/style-recipes.md for the preset
math and references/stylized-visualization/README.md for supporting contracts.
Implement the result inside the existing OVRTX/runtime owner and deliver the
published processed output. These instructions do not require a sample checkout
or a prior stylized-rendering implementation.
For an optional usd-brep geometry source, first read
references/dependencies/README.md → USD BRep and the owning repository's
current agent guidance, skills, and operation docs; then read
references/stylized-visualization/usd-brep-source.md for the display boundary.
XR Viewers
For headsets, immersive viewers, or spatial editors, start with
references/xr-viewer-recipe/README.md. Resolve SDK setup and contracts through
references/dependencies/ovxr.md; the library owns OpenXR lifecycle and frame
submission. For controllers, hands, navigation, or scene tools, add
references/xr-spatial-input/README.md and
references/ovxr-python-interactions/README.md. For projection-integrated UI,
read references/ovxr-composition-ui/README.md and
references/ovxr-composition-ui-validation/README.md.
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references/ovxr-composition-ui/projection-and-depth.md
Rectilinear projection and the actual depth image
Use this reference to implement per-eye math, not to infer a warped image's mapping. Foveation prerequisites gate that route. All equations below operate in eye metres, with +X right, +Y up and forward -Z. First apply the measured LOCAL-to-eye rigid transform at the projection time.
Resolve the depth encoding before drawing
The chained depth subimage identifies the attachment and declared range. It
does not by itself prove the pixel encoding for every producer. In the
supplied OVXR header, the depth_near_z/depth_far_z comment describes XRDepth
as reversed 32-bit float while requiring physical near < far. Inferring LESS
comparison from that ordering would be wrong for this path.
Keep a validated producer contract alongside every attachment:
DepthEncoding { normal | reversed, physicalNear, physicalFar,
minDepth, maxDepth, format, producerCapability }Check the installed header and the actual native attachment path; verify known near/far occluders against it. Use GREATER_OR_EQUAL for this verified reversed OVXR path, not a universal override for other runtimes or re-encoded images. Do not apply the client's compressed/streamed depth encoding to the server image. Unknown or contradictory encoding means skip the spatial draw and report why.
The finite-plane implementation below requires 0 < n < f and 0 <= minDepth < maxDepth <= 1. Reject NaNs, unsupported formats/sample counts and degenerate ranges. Infinite-far support requires a separately implemented limit and tests; it must not accidentally pass the finite formula.
Projection and clipping
Let l/r/b/t be tangents of the eye's left/right/down/up FOV angles. Require finite values, r > l and t > b. For eye position (x,y,z), set d=-z. Compute clip coordinates without first dividing by d, so near-plane-crossing polygons can be clipped correctly:
A = f/(f-n); B = -f*n/(f-n)
if encoding == reversed: A = 1-A; B = -B
zA = minDepth + (maxDepth-minDepth)*A
zB = (maxDepth-minDepth)*B
clipX = (2*x - (r+l)*d)/(r-l)
clipY = (2*y - (t+b)*d)/(t-b)
clipZ = zA*d + zB
clipW = dFor each triangle/polygon, clip against left/right/top/bottom homogeneous
planes (-w <= x,y <= w), physical n <= d <= f and positive w. Sutherland-Hodgman
clipping uses a signed plane distance L(v): for a crossing edge a→b, interpolate
at s=L(a)/(L(a)-L(b)). Interpolate clip position and vertex attributes with
the same s, then triangulate the surviving polygon. Do not drop a whole panel
merely because one corner crosses the near plane. Retain perspective-correct
GPU interpolation of UV/color; do not pre-divide UV as if it were screen-linear.
Use the formulas' depth directly with a Vulkan viewport depth range [0,1]; do not remap minDepth/maxDepth a second time. Normal maps n→minDepth and f→maxDepth; reversed maps n→maxDepth and f→minDepth. The compare operation must agree with the same encoding used to build clipZ.
Subimage, orientation and scissor
For subimage offset (ox,oy), size (W,H), and divided NDC (X,Y):
pixelX = ox + (X+1)*W/2
pixelY = oy + (1-Y)*H/2Choose exactly one Vulkan Y inversion: negating clipY in the vertex shader with a positive-height viewport is one portable policy. Do not also invert the viewport or UVs unless their independent origin convention requires it. Use each eye's own pose/FOV/subimage/array layer. Clip, then floor minima and ceil maxima for conservative pixel bounds, expand for any AA carrier fringe, intersect with the submitted subimage, and union all drawable surfaces. A toolbar or gizmo outside a panel-only scissor must not disappear.
Color, coverage and submitted depth
For premultiplied source RGB Cs and alpha a, use
Cout = Cs + Cd*(1-a) and aout = a + ad*(1-a) with matching Vulkan factors
ONE and ONE_MINUS_SRC_ALPHA for color and alpha. Straight-alpha inputs must
be converted once, not multiplied twice. Define texture/color-space conversion
explicitly; blending encoded sRGB as linear produces different edges.
LOAD/STORE the existing attachments. Zero-coverage fragments must not write depth. Declare the covered-fragment depth-write policy; one flattened primary depth cannot encode translucent UI and the scene behind it independently. Foreground gizmos use the separate private-depth policy in depth tools, not a clear of the scene depth.
Numerical and visual gates
Implement CPU fixtures in the generated application using the equations above.
Assert both normal and reversed near/far endpoints, a known intermediate depth,
asymmetric FOV edges, nonzero subimage offsets, near-plane clip intersections,
and opposite near/far occlusion inequalities for the two depth encodings.
Reject non-finite inputs, near <= 0, far <= near, degenerate FOV ranges,
and invalid depth ranges before perspective division.
Use n=0.1, f=100, min=0, max=1: normal depth at d=1 is about 0.9009009; reversed is about 0.0990991. Endpoints must map as above. These are numeric fixtures, not suggested camera defaults. Test asymmetric tangents, a nonzero subimage origin, unequal eye sizes, triangles crossing each clip plane, and normal/reversed occlusion against scene geometry. A passing formula test does not prove that the selected runtime actually emits that encoding.
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Needs: Needs Python, Needs Node.js
The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.
Security
What our scanner noticed· Medium risk
- Large base64-encoded blobs
- Instructions that use the network
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- NVIDIA Omniverse
- Publisher
- NVIDIA (Official)
- Source
- NVIDIA/skills · skills/omniverse-realtime-viewer · commit fce3cca
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE-APACHE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or NVIDIA.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip